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SA '10: ACM SIGGRAPH ASIA 2010 Courses
ACM2010 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SA '10: SIGGRAPH ASIA 2010 Seoul Republic of Korea December 15 - 18, 2010
ISBN:
978-1-4503-0527-3
Published:
15 December 2010
Sponsors:
In-Cooperation:

Bibliometrics
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Abstract

Educational sessions taught by international academic and industry experts on the theory, application, and inspiration behind the latest advances in computer graphics and interactive techniques. In Courses, SIGGRAPH Asia 2010 attendees learn new skills, improve their qualifications, and deepen their understanding of the technologies that will guide the future of digital media. Topics range from the basic foundations of computer graphics and interactive techniques to highly technical summaries of the latest research breakthroughs.

SIGGRAPH 2010 also presents special-focus courses on games, stereoscopic 3D, and Asia-centric topics.

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research-article
Introduction to augmented reality and its applications: (Copyright restrictions prevent ACM from providing the full text for this article)

This course introduces and defines augmented reality and user interfaces that can apply AR to enhance users' perceptions of reality.

research-article
Scattered data interpolation and approximation for computer graphics

The goal of scattered data interpolation techniques is to construct a (typically smooth) function from a set of unorganized samples. These techniques have a wide range of applications in computer graphics. For instance they can be used to model a ...

research-article
Sorting in space: multidimensional, spatial, and metric data structures for computer graphics applications

The representation of spatial data is an important issue in game programming, computer graphics, visualization, solid modeling, and related areas including computer vision and geographic information systems (GIS). Many representations are currently ...

research-article
Introduction to data-driven animation: programming with motion capture

Data-driven animation using motion capture data has become a standard practice in character animation. A number of techniques have been developed to add flexibility on captured human motion data by editing joint trajectories, warping motion paths, ...

research-article
Cross-cultural user-interface design for work, home, play, and on the way
Article No.: 5, pp 1–160https://doi.org/10.1145/1900520.1900525
research-article
Introduction to computer graphics
Article No.: 6, pp 1–100https://doi.org/10.1145/1900520.1900526
research-article
Lightfield photography: theory and methods (Copyright restrictions prevent ACM from providing the full text for this article)

Computational photography is based on capturing and processing discrete representations of all the light rays in the 3D space of a scene. Compared to conventional photography, which captures 2D images, computational photography captures the entire 4D '...

research-article
Efficient substitutes for subdivision surfaces in feature-quality games

As real time graphics aspires to movie-quality rendering, higher order, smooth surface representations take center stage. Catmull-Clark subdivision surfaces are the dominant higher-order surface type used in feature films as they can model surfaces of ...

research-article
What is OpenCL™?
research-article
Procedural shading in RenderMan: (Copyright restrictions prevent ACM from providing the full text for this article)

An Intro to RenderMan and Procedural Shading in Pixar's RenderMan Studio (for geeks and artists)

Proceduralism is a powerful concept in computer graphics. It facilitates scenes of enormous scale, exquisite varieties of detail, and impressive efficiency. ...

research-article
Physical and graphical effects in OpenCL by example: (Copyright restrictions prevent ACM from providing the full text for this article)

There are strong indications that the future of interactive graphics involves a more flexible programming model than today's OpenGL/Direct3D pipelines. That means that graphics developers will need a basic understanding of how to combine emerging ...

research-article
Recent advances in online game technology: (Copyright restrictions prevent ACM from providing the full text for this article)

Compared with console games, online games have unique characteristics that require more complicated design of software architecture. This course delivers state-of-the-art technologies for making online games from clients to servers. Topics include ...

research-article
Simulating believable crowd and group behaviors
Article No.: 13, pp 1–92https://doi.org/10.1145/1900520.1900533

Crowds and groups are a vital element of life, and simulating them in a convincing manner is one of the great challenges in computer graphics and interactive techniques. This course focuses on the problem of efficiently simulating realistic crowd and ...

research-article
Creating new interfaces for musical expression: introduction to NIME (Copyright restrictions prevent ACM from providing the full text for this article)

Due to advances in digital audio technologies, computers now play a role in most music production and performance. Digital technologies offer unprecedented opportunities for creation and manipulation of sound, but the flexibilty of these new ...

research-article
Storytelling for computer-animated shorts: (Copyright restrictions prevent ACM from providing the full text for this article)

This course examines the purposes and value of stories and storytelling as they relate to the classical story structure. The role of genres and cliches is examined as they relate to storytelling. The top five storytelling techniques are presented in ...

research-article
Build your own 3D display
Article No.: 16, pp 1–171https://doi.org/10.1145/1900520.1900536

Commercial stereoscopic displays have reemerged in the consumer market within the last few years. Today, film studios routinely produce live-action and animated 3D content for theatrical release. While primarily enabled by the widespread adoption of ...

research-article
DirectX 11: learn the latest tricks (Copyright restrictions prevent ACM from providing the full text for this article)

This course explains the various components of DirectX 11, such as direct compute, tessellation, multi-threaded command buffers, dynamic shader linking, new texture-compression formats, read-only depth, conservative oDepth, etc.

research-article
Gimme somethin' to shoot: filming the cinematics of Starcraft II: Wings of Liberty
Article No.: 18, pp 1–42https://doi.org/10.1145/1900520.1900538

Blizzard Entertainment will explore the creation of the StarCraft II: Wings of Liberty sequences, and the challenges the Blizzard Film Department faced in making them. The viewer will have insight into some of the techniques used by this group of ...

research-article
An introduction to OpenGL 4.0 programming: (Copyright restrictions prevent ACM from providing the full text for this article)

OpenGL is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, ...

research-article
Geometry simulation for feature films: (Copyright restrictions prevent ACM from providing the full text for this article)

This course introduces how simulations have used flesh mesh, cloth mesh, and rigid bodies in VFX movies such as "Avatar", "Terminator", "Indiana Jones", and "Transformer". The main focus is on how CG artists plan the simulation setup to achieve ...

research-article
Introduction to using RenderMan
Article No.: 21, pp 1–153https://doi.org/10.1145/1900520.1900541
research-article
Recent advances in real-time collision and proximity computations for games and simulations
Article No.: 22, pp 1–110https://doi.org/10.1145/1900520.1900542

This course is intended for instructing students and practitioners on recent developments related to collision and proximity computations for interactive games and simulations.

There have been significant advances in various physics-based simulation ...

research-article
Computer graphics shaders using OpenGL 4.X
Article No.: 23, pp 1–173https://doi.org/10.1145/1900520.1900543
research-article
Exploiting temporal coherence in real-time rendering
Article No.: 24, pp 1–26https://doi.org/10.1145/1900520.1900544

Temporal coherence (TC), the correlation of contents between adjacent rendered frames, exists across a wide range of scenes and motion types in practical real-time rendering. By taking advantage of TC, we can save redundant computation and improve the ...

research-article
Introduction to processing on Android devices
Article No.: 25, pp 1–137https://doi.org/10.1145/1900520.1900545
Contributors
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Acceptance Rates

Overall Acceptance Rate178of869submissions,20%
YearSubmittedAcceptedRate
SIGGRAPH ASIA '102744918%
SIGGRAPH Asia '092757025%
SIGGRAPH Asia '083205918%
Overall86917820%